The Flux District
Created by Glitch on Mon Jul 28th, 2025 @ 9:19pm
Mutant Haven: The Flux District
Overview The Flux District is a quarantined, derelict urban zone carved from the heart of a forgotten city. Its altered residents—those gifted and cursed by genetic anomaly. It’s a playground, a battlefield, and a sanctuary all in one.
Key Zones
Radiant Alley
A hyper-saturated stretch of street glowing with bioluminescent signage, power conduits, and chaotic barter energy.
What You Can Do
Trade mutant gear, suppressants, and enhancers
Gamble on ability duels or memory rewrites
Hack into faction comms for secrets
Where You Can Go
Neon Loop: Circular network of stalls specializing in unstable tech
Flicker Point: A speakeasy where illusions are currency
Where You Avoid
Pulse Drainers: Back-alley stations where “energy leechers” offer black-market power boosts—at severe cost to your cellular integrity
Who’s In Charge
Glim, a light-shifting mutant with control over optic wavelengths and memory diffraction. She mediates trade and oversees unspoken rules of barter.
Purchasable Goods
Item Price Use
Chromatic Gauntlet 300 credits Temporarily enhances light-based powers
Neurospike Syringe 200 credits Boosts reflexes but causes short-term hallucinations
Glow Badge 75 credits Used as faction-neutral ID during travel
The Splice Yard
An industrial graveyard of discarded mechs, drones, and warped vehicles—perfect for tinkerers and chaos agents.
What You Can Do
Build fusion gear from scrap
Harvest parts from fallen mechs
Run sabotage jobs for Ember Kin
Where You Can Go
Core Pit: Central junk basin used for dangerous high-yield dives
Weld Cathedral: A towering scrapyard shrine run by rogue engineers
Where You Avoid
Crackle Veins: Paths riddled with unstable voltaic cores—great for explosions, bad for living
Who’s In Charge
Torque, a power-armored mutant with kinetic absorption fields; he enforces the Yard’s chaotic code.
Purchasable Goods
Item Price Use
Molten Rail Shard 400 credits Converts into armor-piercing projectiles
Quantum Gear Lash 550 credits Mech enhancement that doubles strength for 10 minutes
Echo Beacon 150 credits Sends false signals to Echo Syndicate operatives
Ghostrise Tower
A skyscraper fractured across space-time; certain floors only exist depending on who’s accessing them.
What You Can Do
Commune with specters of past mutants
Train in telepathic dueling and resistance
Enter temporal meditation loops
Where You Can Go
The Mirage Levels: Accessible only via emotional resonance
Clockthread Sanctum: A psychic research floor that phases in at midnight
Where You Avoid
Floor 19: Permanently locked in reverse entropy—time flows backward, and entering alters your molecular aging
Who’s In Charge
Iridia, a translucent mutant tied to temporal fields and echo cognition; she chooses who ascends and who is denied.
Purchasable Goods
Item Price Use
Memory Cipher 600 credits Allows rewriting or hiding one past event
Astral Anchor 250 credits Stabilizes user in flux zones
Silence Thread 175 credits Woven artifact that grants immunity to telepathy for 5 minutes
Hollow Core
An underground biome below the district.
What You Can Do
Hunt mutation beasts for rare DNA
Tap into fungal networks for covert transport
Brew unstable serums for temporary abilities
Where You Can Go
Spore Hollows: Bio-reactive cavern of sentient mushrooms
The Maw Vents: Thermal tunnels leading to ancient tech vaults
Where You Avoid
The Bleedroot Tangle: Living vines feed on powers; prolonged exposure leads to permanent mutation drift
Who’s In Charge
Wyrmkin, a beast-mutant hybrid bonded with the Core's neuroflora. He rules by instinct and pheromonal decree.
Purchasable Goods Item Price Use
Spore Flare 325 credits Detonates luminous fog that obscures vision and powers
Mutagel Flask 275 credits Grants random ability boost for 10 minutes
Nectar Husk 150 credits Ingestible reagent that accelerates healing but makes skin translucent for hours
Factions
The Circuitborn: Cybernetic mutants seeking to dominate through technomagic and encrypted minds.
Ember Kin: Pyrokinetic rebels who patrol the border zones and commune through heat pulses.
Null Order: A cryptic group of anti-power mutants who use suppression fields and psychological manipulation.
The Echo Syndicate: Masters of sound, vibration, and mimicry—they control communication and espionage.